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View Full Version : Debuff's timing out early?


Selnar
12-31-2004, 03:20 AM
<DIV>Anyone else notice their debuffs, i.e keening haze, delusion, anger of the ancients, weakness, timing out with about 20 seconds left on the duration? i notice this is pretty much a constant thing not something happening randomly.  i will place my cursor on my debuffs to see if i need to re-apply.  i will have 30 seconds or so left, i will ward/heal/dot or something else thinking i have plenty of time and then my debuffs will be gone/dropping.</DIV> <DIV> </DIV> <DIV>Thanks in advance for any feedback</DIV>

Mystiq
12-31-2004, 05:16 AM
<DIV>I have noticed this, yes. What I think is happening is that mobs have some sort of "resist per tick ability", meaning that at any time a resist check vs. what u have cast on them can overcome the debuff/slow and it will fall off.</DIV>

BigDa
12-31-2004, 02:39 PM
<DIV>I've seen this consistently with my DoTs.  I assumed it was a 'lag' thing.  I watch the timers when soloing to maximise efficiency on DoTs (sad, huh?!) and Cold Fire and Miasma ALWAYS drop at just after 6 seconds to go and Contagion ALWAYS drops at just under 10 seconds.  I never see them count down to zero.</DIV> <DIV> </DIV> <DIV>However, they always do a last hit of damage as they drop, so I assume they are, in effect, running to zero (the last tick-damage).</DIV> <DIV> </DIV> <DIV>Debuffs and buffs are probably the same.  The symbol in the active spell window may well disappear before the effect really does.</DIV> <DIV> </DIV> <DIV>Having said that, I think the resist-per-tick thing may be true also <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></DIV>

Gnome mercy
12-31-2004, 02:58 PM
<DIV>For the DoTs I know why...Its because that DoT has did the maximum amount of damage it could do...retarted huh?</DIV> <DIV> </DIV> <DIV>I dont know how they did it but the dots deal random amounts of damage say your first dot contagion at level 11 it deals between 9-13 dmg per tick now this dot has a maximum of i think 70 or 80 dmg it can do....so if it does 13 over and over the dot will do all the damage it can do and just go...kinda wierd....but I never noticed slow fade before its timer ran out...maybe it has a certain amount of attacks before it fades or something like that...But thats how DoTs workbut pretty much as your level increases so will the maximum damage the dot can do and will do...adepts and app2,3 and masters will increase the time given and will barely move hte dmg up...but it wont increase max dmg</DIV>

Merrygr
12-31-2004, 03:41 PM
<DIV>I notice this with our slow. On occasion I have seen it drop very early, and this could be either the mob curing it, or some sort of resist check. But I have never ever noticed it run its time. Go kill a grey, apply slow. Keep mouse over maintained buffs icon. Check time when it goes away. I'm also almost 100% sure that the sebuff is actually gone since on harder mobs you tend to notice it the second it goes.</DIV> <DIV> </DIV> <DIV>I have bugged this in game.</DIV>

Banditman
12-31-2004, 08:38 PM
<DIV>It could also be a function of network latency.  I've never seen a DoT run less than the correct number of ticks.  Count your tick damage on your DoT's.  If you can log an instance where a DoT runs less than the normal number of ticks then you'll have something to stand on.</DIV> <DIV> </DIV> <DIV>The "timers" can easily be wrong.  I don't ever use those things as the bible, just as a general measuring stick.</DIV>

Merrygr
12-31-2004, 10:08 PM
<BR> <BLOCKQUOTE> <HR> Banditman wrote:<BR> <DIV>It could also be a function of network latency.  I've never seen a DoT run less than the correct number of ticks.  Count your tick damage on your DoT's.  If you can log an instance where a DoT runs less than the normal number of ticks then you'll have something to stand on.</DIV> <DIV> </DIV> <DIV>The "timers" can easily be wrong.  I don't ever use those things as the bible, just as a general measuring stick.</DIV><BR> <HR> </BLOCKQUOTE><BR> <P><BR>i ahve also never seen this as a problem on a DoT. My issue is with slow only. It could well be related to why the DoT seem to run short (but AFAIK do all its damage). The slow will go away at around 15+ seconds left on the timer.</P> <P>Wheter the slow actually runs it aloted time or not is unknown to me, but it is hard to time the next slow when you can't tell when the previous one will expire. It is either a bug with the slow running out to soon or a bug with the buff window. Regardless, I consider it a bug that has to be fixed.</P>

Banditman
12-31-2004, 11:25 PM
<DIV>What I'm saying is that you may be seeing the same thing on Slow as what happens on DoT's.  My "guess" at this point is that Slow is set to last a certain number of ticks which the GUI converts into seconds.  Wow, this is tough to explain.  Can you come to my office so I can show you the sticky note I just drew up?  No?  Dang.  Ok, lemme try.</DIV> <DIV> </DIV> <DIV>I'm just pulling some numbers out of the air here as an example, haven't even considered if they are correct.</DIV> <DIV> </DIV> <DIV>Let's say Slow is set to last 24 seconds, or 4 ticks.  You begin casting in such a way that the resist check (and first tick of Slow) lands JUST before the next tick hits.  Because it landed just before the tick, when the tick hits it subtracts one from the tick counter (3 ticks left).  As far as the game is concerned, the mob was Slowed for that entire 6 seconds, even tho you really didn't land it until 5.99 seconds.  Now, the timer on your GUI starts counting at 24 seconds.  After 6 seconds, another tick.  GUI reads 18 seconds remaining, but you really only have 2 more ticks - 12 seconds.  After the last tick, the server sends you the message that your Slow is now gone and your client should remove it from your maintained spells window.  According to your GUI you still have 6 seconds left!  Factor in network latency, server strain, etc and I can easily see times when Slow would appear to run out 10 seconds before your GUI thinks it should.</DIV> <DIV> </DIV> <DIV>The only reason DoT's seem to make sense is that we can see in our chat box that the effects are happening each time a tick passes because we get a damage message.</DIV> <DIV> </DIV> <DIV>Take it with a grain of salt, because that's largely speculation.  It seems to fit the dynamics of the game engine and the situation you are describing, but it is still just speculation.</DIV> <DIV> </DIV>

Merrygr
01-01-2005, 01:44 AM
<BR> <BLOCKQUOTE> <HR> Banditman wrote:<BR> <DIV>What I'm saying is that you may be seeing the same thing on Slow as what happens on DoT's.  My "guess" at this point is that Slow is set to last a certain number of ticks which the GUI converts into seconds.  Wow, this is tough to explain.  Can you come to my office so I can show you the sticky note I just drew up?  No?  Dang.  Ok, lemme try.</DIV> <DIV> </DIV> <DIV>I'm just pulling some numbers out of the air here as an example, haven't even considered if they are correct.</DIV> <DIV> </DIV> <DIV>Let's say Slow is set to last 24 seconds, or 4 ticks.  You begin casting in such a way that the resist check (and first tick of Slow) lands JUST before the next tick hits.  Because it landed just before the tick, when the tick hits it subtracts one from the tick counter (3 ticks left).  As far as the game is concerned, the mob was Slowed for that entire 6 seconds, even tho you really didn't land it until 5.99 seconds.  Now, the timer on your GUI starts counting at 24 seconds.  After 6 seconds, another tick.  GUI reads 18 seconds remaining, but you really only have 2 more ticks - 12 seconds.  After the last tick, the server sends you the message that your Slow is now gone and your client should remove it from your maintained spells window.  According to your GUI you still have 6 seconds left!  Factor in network latency, server strain, etc and I can easily see times when Slow would appear to run out 10 seconds before your GUI thinks it should.</DIV> <DIV> </DIV> <DIV>The only reason DoT's seem to make sense is that we can see in our chat box that the effects are happening each time a tick passes because we get a damage message.</DIV> <DIV> </DIV> <DIV>Take it with a grain of salt, because that's largely speculation.  It seems to fit the dynamics of the game engine and the situation you are describing, but it is still just speculation.</DIV> <DIV> </DIV><BR> <HR> </BLOCKQUOTE> <P>I got you even before this one <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></P> <P>Yes, this is possible. In the case of slow I kind of doubt it as I get 15+ seconds remaining every time. It is way to concistent. But even if it is becasue of what you describe it needs to be fixed. It is ok to have a DoT be a few seconds off, but to have slow (or any other important debuff, if any) wear of when it says it has 15 seconds left is just not good.<BR></P>

Gnome mercy
01-01-2005, 12:44 PM
<DIV>see...like i said slow could actually be there for only a certain amount of attacks....like dots are only set for  a certain amount of damage...but if it doesnt deal that damage befor ethe time runs out then oh well...but if it deals the damage cap that its set at then well...the buff will fade...mabey it works like that with slow</DIV>